Are you using Combat Gameplay Overhaul or any other combat mod that changes animation behaviors? Those kinds of mods will break the power attack effects due to changing or removing the animation events the script listens for, so it can't detect when you're power attacking anymore. With CGO you can turn off the unlocked power attack movement in the MCM, which will let the power attack effects work again, but other mods don't have that workaround, unfortunately.
Thank you for your fast reply. It indeed works with unlocked power attack ticked off.
However, it's rather sad to need an important function of CGO to be off for weapon effect to work. CROSS_Crucible_SE (here on nexus) also has power attack effects but works with CGO no issues. Maybe I will try to check Crucible and copy its structure to your weapons, as they all refused to work with CGO's unlocked power attacks.
I might take a look at the Crucible mod too to see how it did things. With more mods changing combat behavior in significant ways, the old method I used for Kusanagi and the rest is proving to be a detriment.
The projectile is governed by a script that's connected to a quest. Bad script lag can impair the script's ability to fire properly, but also since the quest is set to start enabled, it could get left out of the lurch if you have a lot of mods with start game enabled quests. You can try to force start it with console commands, but that may not work. You may just need to play the game for a bit without power attacking with it or using the sword at all so the script engine can get itself sorted.
Thanks for the fast response. I kept adding the 4 after the keyword and getting just the weapon IDs. Sadly I guess I have too many mods installed for it to work because after putting in the command and quest ID still nothing. I guess I'll keep testing.
Edit: I started a completely new game with only 5 mods enabled in this load order as sorted by Vortex:
Unofficial Special Edition Patch SkyUI Fores New Idles In Skyrim Kusanagi no Tsurugi Arthmoor's Alternate Start
I added in the sword via console and it had no effect. I force started the quest and still no effect.
Edit #2: I started a new game again with only Kusanagi and Fore New Idles In Skyrim installed. Still no effect even after attempting force start the quest. I thought making it as close to vanilla would help with scripts.
Hm, try this. Open the mod up in xEdit and locate the quest (KusanagiStrikeQST), select it, then in the right panel right click on the Flags line and untick Run Once, then save the plugin and try things in-game again. Make sure too that you're power attacking, swinging normally won't proc the effects.
Is xEdit the same thing as SSEEdit? Becasue when I google it that's what comes up.
Edit: Silmeri and the Infinity Sword both have their effects just fine. Kusanagi is the only one that isnt working. I'm going to try out Tenebrae next because its effect is closest to Kusanagi's
Edit #2: Tenebrae also functions perfectly with no edits to flags or quests. I did already download SSEEdit and found the flag that said Run Once in Kusanagi. All I could figure out was to remove it. None of the other weapons I touched with SSEEdit.
Edit #3 Silmeri, Tenebrae, and the Infinity Sword all work fine on my 198 mod save. Only the Kusanagi is not. So at this point I'm stumped.
I'm not sure why this would happen either, since I do recall the power attack effects worked when I ported the mod to SE. I know Combat Gameplay Overhaul can break power attack effects, but there's an MCM setting that should resolve that, and if it was CGO then all four swords would have the problem.
Only thing I can figure at this point is that maybe the game's not reading the script from the BSA. You could try extracting it from the BSA and see if that changes anything.
Kusanagi and tenebrae had different flags in SSEEdit. Tenebrae didnt have the run once, and its priority was set to 0. I attempted to make Kusanagi's identical. That didnt help.
So I figured out how to extract the BSA and I have script ending in a .pex. I assume I place it the folder where skyrims other scripts go.
Edit: Still not working. And I've never installed combat gameplay overhaul on Skyrim.
When I get the chance I'll conduct some experiments in SE to see if I can replicate the problem, and if so, find a way to fix it. I still don't quite get why this happens to some people when it works fine for me, but that's Skyrim for you.
Thanks for all your help. I can get the sword to work on a new game in LE with only SKSE. I did the exact same thing on a new game in SE with only SKSE running with the sword and it still didn't work. Its a shame because in my opinion this is your best looking sword and I loved using it in modded dungeons in LE and was hoping to use it in those same dungeons in SE because it will wreck Draugr.
Hm, that's interesting. I'll see what I can figure out, it's possible the script didn't get properly updated for SE or something, dunno. Either that or SE doesn't like the way it's set up, it seems more anal about certain things compared to LE.
You can't disenchant it and I won't ever make a version where you can. It's an artifact like Dawnbreaker or the Ebony Blade, making it disenchantable would only serve to lessen it (not to mention you're utterly destroying something completely unique).
If you really want to though, you can make it disenchantable using xEdit. You'd just have to remove the DisallowEnchanting keyword from the weapon entry. But, that takes us to the technical reason why I don't make these kinds of weapons disenchantable, and that's because if you do this and disenchant Kusanagi, you not only destroy the sword but the power attack effects will go with it, as they're handled separately from the actual enchantment on the sword and won't carry over if you apply the enchantment to a different weapon.
Oh, then may I ask how do I change the weapon's model? I think the mod is great and the sword's model is well made but right now im trying to make a follower that wields a weapon that does exactly what this sword does but I want the follower to use another texture. Im not gonna create a mod with it and I never will since im gonna use it for personal use only, can you help pls.
That's fairly simple. Nothing needs to be done with the BSA to replace the model, all you need to do is go to your Data folder, then Meshes/Weapons and make a folder in there called "kusanagi" (without quotes). Then you can drop whatever mesh you want to use to replace the sword into there and rename it to "kusanagi" or "kusanagi2h", depending on which one you want to replace (or if you want to replace both. Make sure it's a 2 handed sword mesh for the 2h version though, and again you want to go without the quotes. Make sure to replace the actual name and not .nif, so it should look like "kusanagi.nif" or "kusanagi2h.nif"). If you use DSR there's also kusanagiLeft and kusanagiSheath you may want to replace.
Now, there is one thing to keep in mind and that is the power attack effects won't work for followers either, because the script that manages it tracks only the player. The actual base enchantment on the sword should still work fine though.
hey DMagnus. i succeeded at changing the meshes for kusanagi using this method but im at a loss for replacing the corresponding texture. i was hoping you could help me
Replacing a texture is pretty much the same procedure, the textures for Kusanagi are stored in data/textures/weapons/kusanagi. If the kusanagi folder isn't there you can create it. However, if you replaced its mesh with a completely different one you shouldn't have to replace Kusanagi's textures, generally other meshes will be pathed to their own textures. If for some reason it isn't, you can change the paths in Nifskope to whatever texture is needed. If for whatever reason you still need to replace Kusanagi's textures, the relevant textures to replace would be KusanagiBlade.dds and KusanagiBlade_n.dds, KusanagiHilt.dds and KusanagiHilt_n.dds, KusanagiScb.dds and KusanagiScb_n.dds. There's also Kusanagi_Ball.dds, which is the orb in the pommel. The _n textures are the normal map textures so should be replaced with normal map textures, the others are the sword's diffuse maps.
There's no in-game way to disable the effect, so you will need to at least use xEdit to modify the plugin and change the PushForce value on the magic effects for the projectiles.
Im trying to add the fire breath stagger effect to the bloodskallsunlight/ Kunasagistrikehorizontal and vertical. Ive never been able to figure out how to do it. I removed the blow away effect by deleting the papyrus voicepush script. But I really want a stagger animation that isnt too overpowered. Do you know how to do it?
It's quite simple. Pop open the relevant spells (KusanagiSpellVert and SpellHoriz), right click in a blank spot in the Effects window where you see the Solar Wind entries. In the resulting context menu select New. In the resulting dialog box open up the Effect dropdown and locate the StaggerPushFFAimed effect. Then set your Magnitude and Duration (the latter is usually just 1 second, the former will depend on how severe you want the stagger. A value of .75 will be the same as a level 1 Unrelenting Force, 1.25 the same as a level 2. You may want to play around with that to get a result you like). After that, hit OK to add the stagger effect, and OK again on the spell entry to set the change.
This is all assuming, of course, that you're using the Creation Kit and not xEdit.
IT WORKS!!!! Thank you so much, bro. I've been trying to figure this out for over a year now. You can check my past comments(well I deleted them now sorry). I just didn't want to annoy you by asking you the same thing over and over. I didn't wanna get banned from this mod. Yo, I really appreciate your work and your help. One of the best weapon modders on the nexus. Billyro is pretty good. Thanks again for the help.
The sword is located in the Temple of Auri-el, which resides in the Forgotten Vale, which is a location you reach late in the Dawnguard questline. There's a door in the main chamber (where there's a bunch of frozen Falmer and Chaurus surrounding a shrine of Auri-El) that can only be opened with the Initiate's Ewer, you'll know it since it has the sun symbol of Auri-El on it as well as a pedestal for the ewer in front of it. Beyond that is an area where a frost giant hangs out, he carries the Ruby Paragon. There's another door in that area, and beyond it lies Kusanagi.
Only the 1-handed version is there, however. You can switch to a 2-handed version by taking it to a smelter. If you go through all this and the sword isn't there, check and make sure the mod's active.
It's not exactly intentional, honestly it should be a little higher for the 2-hander, but really it's moot anyway because the in-game damage is going to be radically different between the two, depending on your character's respective skill and whether the sword is tempered or not.
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However, it's rather sad to need an important function of CGO to be off for weapon effect to work.
CROSS_Crucible_SE (here on nexus) also has power attack effects but works with CGO no issues. Maybe I will try to check Crucible and copy its structure to your weapons, as they all refused to work with CGO's unlocked power attacks.
Edit: I started a completely new game with only 5 mods enabled in this load order as sorted by Vortex:
Unofficial Special Edition Patch
SkyUI
Fores New Idles In Skyrim
Kusanagi no Tsurugi
Arthmoor's Alternate Start
I added in the sword via console and it had no effect. I force started the quest and still no effect.
Edit #2: I started a new game again with only Kusanagi and Fore New Idles In Skyrim installed. Still no effect even after attempting force start the quest. I thought making it as close to vanilla would help with scripts.
Edit: Silmeri and the Infinity Sword both have their effects just fine. Kusanagi is the only one that isnt working. I'm going to try out Tenebrae next because its effect is closest to Kusanagi's
Edit #2: Tenebrae also functions perfectly with no edits to flags or quests. I did already download SSEEdit and found the flag that said Run Once in Kusanagi. All I could figure out was to remove it. None of the other weapons I touched with SSEEdit.
Edit #3 Silmeri, Tenebrae, and the Infinity Sword all work fine on my 198 mod save. Only the Kusanagi is not. So at this point I'm stumped.
know Combat Gameplay Overhaul can break power attack effects, but there's an MCM setting that should resolve that, and if it was CGO then all four swords would have the problem.
Only thing I can figure at this point is that maybe the game's not reading the script from the BSA. You could try extracting it from the BSA and see if that changes anything.
So I figured out how to extract the BSA and I have script ending in a .pex. I assume I place it the folder where skyrims other scripts go.
Edit: Still not working. And I've never installed combat gameplay overhaul on Skyrim.
If you really want to though, you can make it disenchantable using xEdit. You'd just have to remove the DisallowEnchanting keyword from the weapon entry. But, that takes us to the technical reason why I don't make these kinds of weapons disenchantable, and that's because if you do this and disenchant Kusanagi, you not only destroy the sword but the power attack effects will go with it, as they're handled separately from the actual enchantment on the sword and won't carry over if you apply the enchantment to a different weapon.
Now, there is one thing to keep in mind and that is the power attack effects won't work for followers either, because the script that manages it tracks only the player. The actual base enchantment on the sword should still work fine though.
This is all assuming, of course, that you're using the Creation Kit and not xEdit.
Only the 1-handed version is there, however. You can switch to a 2-handed version by taking it to a smelter. If you go through all this and the sword isn't there, check and make sure the mod's active.